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osu-lazer/osu.Game.Rulesets.Taiko/Difficulty/Preprocessing/Colour/TaikoColourDifficultyPreprocessor.cs

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using System.Collections.Generic;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Taiko.Difficulty.Evaluators;
using osu.Game.Rulesets.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.Difficulty.Preprocessing.Colour
{
/// <summary>
/// Utility class to perform various encodings. This is separated out from the encoding classes to prevent circular
/// dependencies.
/// </summary>
public class TaikoColourDifficultyPreprocessor
{
/// <summary>
/// Process and encode a list of <see cref="TaikoDifficultyHitObject"/>s into a list of <see cref="TaikoDifficultyHitObjectColour"/>s,
/// assign the appropriate <see cref="TaikoDifficultyHitObjectColour"/>s to each <see cref="TaikoDifficultyHitObject"/>,
/// and preevaluate colour difficulty of each <see cref="TaikoDifficultyHitObject"/>.
/// </summary>
public static List<TaikoDifficultyHitObjectColour> ProcessAndAssign(List<DifficultyHitObject> hitObjects)
{
List<TaikoDifficultyHitObjectColour> colours = new List<TaikoDifficultyHitObjectColour>();
List<CoupledColourEncoding> encodings = Encode(hitObjects);
// Assign colour to objects
encodings.ForEach(coupledEncoding =>
{
coupledEncoding.Payload.ForEach(encoding =>
{
encoding.Payload.ForEach(mono =>
{
mono.EncodedData.ForEach(hitObject =>
{
hitObject.Colour = new TaikoDifficultyHitObjectColour(coupledEncoding);
});
});
});
// Preevaluate and assign difficulty values
ColourEvaluator.PreEvaluateDifficulties(coupledEncoding);
});
return colours;
}
/// <summary>
/// Encodes a list of <see cref="TaikoDifficultyHitObject"/>s into a list of <see cref="MonoEncoding"/>s.
/// </summary>
public static List<MonoEncoding> EncodeMono(List<DifficultyHitObject> data)
{
List<MonoEncoding> encoded = new List<MonoEncoding>();
MonoEncoding? lastEncoded = null;
for (int i = 0; i < data.Count; i++)
{
TaikoDifficultyHitObject taikoObject = (TaikoDifficultyHitObject)data[i];
// This ignores all non-note objects, which may or may not be the desired behaviour
TaikoDifficultyHitObject previousObject = taikoObject.PreviousNote(0);
// If the colour changed, or if this is the first object in the run, create a new mono encoding
if (
previousObject == null || // First object in the list
(taikoObject.BaseObject as Hit)?.Type != (previousObject.BaseObject as Hit)?.Type)
{
lastEncoded = new MonoEncoding();
lastEncoded.EncodedData.Add(taikoObject);
encoded.Add(lastEncoded);
continue;
}
// If we're here, we're in the same encoding as the previous object, thus lastEncoded is not null. Add
// the current object to the encoded payload.
lastEncoded!.EncodedData.Add(taikoObject);
}
return encoded;
}
/// <summary>
/// Encodes a list of <see cref="MonoEncoding"/>s into a list of <see cref="ColourEncoding"/>s.
/// </summary>
public static List<ColourEncoding> EncodeColour(List<MonoEncoding> data)
{
List<ColourEncoding> encoded = new List<ColourEncoding>();
ColourEncoding? lastEncoded = null;
for (int i = 0; i < data.Count; i++)
{
// Starts a new ColourEncoding if the previous MonoEncoding has a different mono length, or if this is
// the first MonoEncoding in the list.
if (lastEncoded == null || data[i].RunLength != data[i - 1].RunLength)
{
lastEncoded = new ColourEncoding();
lastEncoded.Payload.Add(data[i]);
encoded.Add(lastEncoded);
continue;
}
// If we're here, we're in the same encoding as the previous object. Add the current MonoEncoding to the
// encoded payload.
lastEncoded.Payload.Add(data[i]);
}
return encoded;
}
/// <summary>
/// Encodes a list of <see cref="TaikoDifficultyHitObject"/>s into a list of <see cref="CoupledColourEncoding"/>s.
/// </summary>
public static List<CoupledColourEncoding> Encode(List<DifficultyHitObject> data)
{
List<MonoEncoding> firstPass = EncodeMono(data);
List<ColourEncoding> secondPass = EncodeColour(firstPass);
List<CoupledColourEncoding> thirdPass = EncodeCoupledColour(secondPass);
return thirdPass;
}
/// <summary>
/// Encodes a list of <see cref="ColourEncoding"/>s into a list of <see cref="CoupledColourEncoding"/>s.
/// </summary>
public static List<CoupledColourEncoding> EncodeCoupledColour(List<ColourEncoding> data)
{
List<CoupledColourEncoding> encoded = new List<CoupledColourEncoding>();
CoupledColourEncoding? lastEncoded = null;
for (int i = 0; i < data.Count; i++)
{
// Starts a new CoupledColourEncoding. ColourEncodings that should be grouped together will be handled
// later within this loop.
lastEncoded = new CoupledColourEncoding()
{
Previous = lastEncoded
};
// Determine if future ColourEncodings should be grouped.
bool isCoupled = i < data.Count - 2 && data[i].isRepetitionOf(data[i + 2]);
if (!isCoupled)
{
// If not, add the current ColourEncoding to the encoded payload and continue.
lastEncoded.Payload.Add(data[i]);
}
else
{
// If so, add the current ColourEncoding to the encoded payload and start repeatedly checking if
// subsequent ColourEncodings should be grouped by increasing i and doing the appropriate isCoupled
// check;
while (isCoupled)
{
lastEncoded.Payload.Add(data[i]);
i++;
isCoupled = i < data.Count - 2 && data[i].isRepetitionOf(data[i + 2]);
}
// Skip over peeked data and add the rest to the payload
lastEncoded.Payload.Add(data[i]);
lastEncoded.Payload.Add(data[i + 1]);
i++;
}
encoded.Add(lastEncoded);
}
// Final pass to find repetition intervals
for (int i = 0; i < encoded.Count; i++)
{
encoded[i].FindRepetitionInterval();
}
return encoded;
}
}
}